View Full Version : Game Icons - Character - Ckaos@om
06 June 2003, 02:08 AM
Hey everyone ! this challenge sounds like a lot of fun , happy to be able to join for once !
Concept : http://membres.lycos.fr/h2ozone/persocg.jpg
( the concept is about 90% done, some things to tweak and add)
Action/rpg : The player in his quest will solve the mysteries behind his own transformation, to cure himself( or not !) , and discover the sinister plot behind the experiments he was part of..
Essential accesories ( in all his versions): the sickness indicator(for the sickness quest in the first chapter),his bandaged chest (some wounds from the experiments never seem to heal); the shoulderpad of drugs, his armconnected flintlock, and his face from the lower jaw down is a twisted piece of flesh, he usually hides it behind a shawl.
your special abilities are steampowered : that means you need to fuel the boiler( a small part is visible : the big tube in his back): wood, coal, or body parts, you name it !
Feedback apreciated, as always !
06 June 2003, 02:05 AM
Had a litlle time to start working on the model : very early wip...
The model is still not optimised , with lots of quads hanging around, as i'll use this as both the cage mesh for the high poly version, and the low poly ( hoping to do some normal mapping on this one ) . Please tell me what you think of it !
06 June 2003, 09:02 PM
he looks freaky. I like it. He would make a great icon, visually because of the scarf I think. Hope you finish this, as I have given up on my entry. Go on!
07 July 2003, 10:05 PM
Looks really cool, for some strange reason he reminds me of FF.
07 July 2003, 10:45 PM
It's looking great, but, watch out, you will exceed your 4000 poly limit by a few thousand if you keep going the way your heading. If you are using max, be sure your model is in edit mesh mode and 'not' edit poly, otherwise, you will get an incorrect reading. If you are using maya, you will need to triangulate your mesh like Ivars suggested in [NOV]'s thread.
Otherwise, keep up the great work.
07 July 2003, 11:01 PM
He looks great. The scarf would look so nice blowing in the wind. I look forward to see the weapon :)
In Max you can use poly instead of mesh. You just have to either render it and read the polycount (not a smart idea) or apply the STL check modifier at the top of the stack. With STL you caget the correct tri-count and you can check for open edges, double faces, spikes and multiple edges.
07 July 2003, 11:18 PM
:eek: :eek: Where was this modifier all my life!! Thanks for the big tip!!
07 July 2003, 02:52 AM
Thanks for the feedback everyone !
started to work on it again : here's the latest : polycount 4200 (triangulated) without the gun , but plenty of places to chop of from ...:
some details on the neck : wanted to emphasize his " wirry horor look" .. question is , should i scrap it to save polies as it is likely to be hidden ?
something about the proportions is bothering me: if anyone has some idea on what to fix ? ( the legs are not final)
>>Uri::thks! but why are you stoping? you heroin was so great and almost finished !!
>>Apt Pupil: Thanks! But i started pretty high poly to make a normal mapped (high poly version first) but as i won't have time for that, i'm optimising it .. I'm using wings3d by the way but i export it to both lightwave and max to double check the tri count
>>frakke and Dancing monkey : thks! i believe the scarf is what is giving a slight 'FF" impression , i'm still unsure about the poly distribution in the scarf , mostly to make it "flowing" ..any advice would be usefull !
The gun is still early wip , i'll post some close ups when i'm further along ...
and of course any feedback is apreciated !
07 July 2003, 11:42 PM
well it looks like i won't make it in time .. i'll have the textures done in a few days though ...was fun anyway :)
Here are the latest wips so far ( mesh is finished) , the model weights about 3970 tris ..
some two point viewport shots :
and the traditional front ...
and back views
07 July 2003, 11:45 PM
another pose i like somewhat more
and some more
and of course good luck to everyone ! goddam impressive models out there !
01 January 2006, 10:00 AM
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